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[D&D 4E PbP] Curse of the Crimson Throne OOC (The Curse was MAN! What a TWEEST!)

“Why do I live here? Why live in the most regimented, law-abiding, oppressive city this side of Bloodsworn Vale? Answer’s simple, mate. With the Sable Company flapping around in the clouds, Hellknights stomping around on the streets, and the Korvosan Guard caught between them; no one knows who’s got jurisdiction over what. You just gotta know when to hide and know when to bribe. Now, you wanna buy this magic dagger or not?”
—Corb “Birdtongue” Meever, Cerulean Society Fence

Act 1: Edge of Anarchy

Korvosa, the Jewel of Varisia, has long sparkled on Varisia’s southern shore. The city was established nearly 330 years ago by the human empire of Nerath. After the empire’s fall, the city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat power—the Crimson Throne. Rulers have sat upon the Crimson Throne for more than two centuries, and the city has flourished. Yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won—it is a curse. No monarch of Korvosa has died of old age, and none have produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call the Curse of the Crimson Throne.

Introduction:

This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of five 1st level PCs.

This will be my second time DMing a PbP game (the first being my Scales of War thread here). I ask that you please pardon my surely unavoidable errors and spelling mistakes (English was not a major of mine), and I shall endeavor to be the best DM I can be.

Anyone may post an application, but precedence will be given to new players, especially players not currently involved in any other PbPs (2 PbPs are okay, but don’t expect to get picked if you’re playing in more than 2 PbP), and players who have not played the Curse of the Crimson Throne (both 3.5 and 4th edition converted versions respectively) Adventure Path before. If you fit any of these criteria, please say so in your application post. In addition, anyone with experience as a DM and who would be willing to provide me with a little advice and guidance are particularly welcome.

Curse of the Crimson Throne was originally a D&D 3.5 Adventure Path released by Paizo in 2007. When 4th edition came out, a lot of people tried to convert many of the old adventure paths for the latest edition of D&D, CotCT being one of them. I have heard many good things regarding Crimson Throne (and it's previous AP, Rise of the Runelords), so I decided to run the first part of this campaign.

The Particulars:

Standard setup. This is a play by post game; character sheets on Myth-Weavers (if you already have a completed character sheet on Orokos, that’s fine too). Rolls on Invisible Castle (or once again, should IC throw a hissy fit, use of Orokos’s Dice roller is fine too). I, TiamatZ, will be the DM. PCs' minimum post requirement is the usual one per day. Habitual unexplained failures to post will result in your character being ejected from the campaign.

Please submit a level one character created with the 22 Point Buy system. Maximum submissions are one per person (so choose/design carefully).

Submission should include the standard stuff:

- A link to the sheet (Myth Weavers or Orokos)
- The character's name
- A picture of your character (optional; for token creation purposes)
- Personality traits, mannerisms and appearances.
- Your ties to Gaedren Lamm (see below)
- The CB summary stuff.
- And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. pbp games you play here.

Important:

Spoiler:

Even before Curse of the Crimson Throne begins, you and the other PCs have a shared trait—you’ve all been wronged, in some manner, by the despicable Gaedren Lamm. Gaedren Lamm is a despicable low-life crime lord who missed his chance at being somebody big in Korvosa’s murky underworld. Well past his prime, the decrepit thief abducts orphans and forces them to support his despicable lifestyle with petty crime. Many of Korvosa’s lower class has had dealings with Lamm, and even a few of the city’s middle class and nobility have had their lives complicated by this foul old man. How has this detestable crime lord affect you in the past? Was it drug addiction (a friend or even you, perhaps)? Was someone you knew (or yourself) framed for a crime he committed? Was someone you loved killed by one of his many vicious crime sprees? Did you have an unhappy childhood as you were kidnapped by Gaedren and forced to commit unspeakable acts of wanton crime and violence in his service? Or was it something else that Gaedren did during your life? Either way, the game starts with everyone’s dislike (or hatred) to Gaedren, and offers some measure of working as a party.

For your character, pretty much any official DnD 4th edition material is acceptable (supplement books, Dragon articles, etc.), except with regards to the race and class (see Character Backgrounds and Feats section below). Be prepared to post technical info if I request it.

Note about alignment: I am lax about alignment- there is no need to mark something on the sheet unless you want to. Evil characters are allowed on the condition that they have well thought-out background/goals and have a strong reason to work with a team. No backstabbing the party, no killing the shopkeeper because you felt like it, and most importantly of all, don’t be a griefer; everyone’s here to have fun, but I will throw out anyone that tries to ruin everyone else’s experience.

Deadline: Deadline is February 26 6:00 PM (Mid afternoon; GMT+2 time). Expect the game to begin sometime in the following week (March 1-March 5).

Plans for the Campaign

To ease myself into the DM's seat, I intend to start the campaign by playing through CotCT Act 1 first. What happens next will be determined by how the game went. As we are playing CotCT, I'm slowly trying to convert the other acts of the AP to 4th ed. If it was a great success, then we’ll continue with CotCT Act 2: Seven days to the Grave in 3-4 weeks time after we finish Edge of Anarchy.

Classes Banned from campaign:
All classes are okay (even PHB 3 preview and Assassin classes are allowed), with the exception of Hybrid characters.

Backgrounds:
Players may choose general backgrounds (like those from the PHB 2 and Power books etc.) ONLY! No Forgotten Realms! No Eberron! No Scales of War! ‘Nuff said.

The campaign will take place in the 4th edition “points of light” setting, but in the far-off land of Varasia. Your PC may hail from anywhere in the city of Korvosa, or from its neighboring Shoanti tribes. Your character can come from all walks of life, from a begger trying to make ends meet in the streets, to an aristocrat born in one of the many noble houses of Korvosa (check post below for more details).

Players retain their 100gp, but gain the adventurer’s kit, as well as any level 1 magical item of their choice (that’s 360 gp worth) absolutely FREE.

Also all characters are required to have first names and last names. Come on people, be creative .

Update 1: Removed Drow as a playable race, but added Eladrin back in to compensate.Update 2: Moved the deadline earlier to Friday

Posts

Note: This is just merely to establish the world you'll be playing in, and it could offer some extra RP details about your character if you want.

Varisia (The land):

Spoiler:

The seat of civilizations forgotten by most modern empires, Varisia’s history is etched upon the stones of its innumerable ruins. Few know what mysterious people once ruled these lands, their towering monuments and incredible architectural feats the sole records of an age of power and wonder. Many speculate the ruins to be part of the ancient Tiefling Empire of Bael Turath, while others believe that they belonged to the ancient Dragonborn Empire of Arkhosia. And yet, ask any of the native Varisians of the past and the monoliths that litter their land, and only the cold dread in their eyes will answer.

Nearly 330 years ago the Human Empire of Nerath founded the colony of Korvosa in the supposedly cursed wilderness between its northern provinces and the Lands of the Empire. Three decades of bloody war with the native barbarians, the Shoanti, followed, resulting in southeastern Varisia falling to Nerath rule. Soon after, colonists and adventure seekers of all persuasions came to populate the newly tamed land. Yet, the deeper foreigners trod inland, the greater the mysteries they discovered: endless walls of carved earth, titanic monoliths, and writings no sage recognized. While many viewed these idols and obelisks as evidence of the land’s cursed reputation these oddities did little to halt Nerath’s imperialistic march.

A century later, the fall of the Empire of Nerath fractured not just the empire’s hold over the world, but indefinitely severed its links to numerous colonies, including those in Varisia. Abandoned, discord erupted in the land between traditionalists to the dead Empire’s ideals and revolutionaries eager to embrace independent new rule. Realizing that infighting would doom all they had accomplished, many of the revolutionaries left Korvosa, migrating west and ultimately founding the city of Magnimar.

Today, both Korvosa and Magnimar fancy themselves the center of culture in Varisia. Both cities have birthed or claimed numerous vassal townships in the surrounding lands. Other races have also come as well, integrating with the human populace or claiming their own territories. The natives of the land also remember a time when Varisia was theirs alone and swear the land will once again be theirs. And, ancient and now largely ignored, the monuments of a long forgotten era look on… biding their time.

Korvosa (The City):

Spoiler:

Like the people of any other city, Korvosans concern themselves more with the day-to-day particulars of living than with politics, history, or macroeconomics. Still, Korvosa has a few particular nuances that make it and its citizens unique. The following overview only begins to touch on what it means to be a Korvosan. At its height, just before the death of Aroden and the departure of the separatists who founded Magnimar, Korvosa just topped 23,000 inhabitants. It lost nearly 10,000 to the resulting chaos of the time, but in the last two centuries it regained twice that many. As a result of its rapid contraction and slow re-expansion, many of the affluent sections of Korvosa remain underpopulated. With the buildings it has and the area it covers, Korvosa could comfortably fill out to a true metropolis.

The dichotomy of Korvosa’s under populated affluent wards with overcrowded Old Korvosa highlights the city’s greatest failing: the vast gulf of separation between its wealthy, powerful elite and its dreadfully impoverished poor. This gulf between social classes colors the development of the city and led to the creation of some of the features unique to Korvosa. Those who live in Korvosa respect and admire ostentatious displays of wealth, power, or knowledge. They consider confidence and competence the greatest of assets, and they deride or heckle those who display weakness, indecisiveness, or inability.

Korvosans are quick to judge and slow to forgive. In addition to power, Korvosans love predictability. Korvosans like to regulate their lives, creating strict regimens for themselves that they slavishly follow.
Upsetting a Korvosan’s routine can ruin his entire day and likely makes him angry. To this end, Korvosa strictly enforces its laws (which often have harsh punishments far in excess of the law codes of other non-evil governments) and rewards those who play by the rules. That said, Korvosa also recognizes that not everyone plays by the same rules, so it compensates by applying regulations to nonviolent criminals in the form of vice taxes and official recognition of the city’s single thieves’ guild. By charter amendment, Korvosa does not allow merchants, laborers, or tradesmen to form guilds. Most workers within the city are self-employed or work for a master to whom they were apprenticed in their youths.

The city relies on these cottage industries and the skilled workers who make them profitable, so naturally it has one entire volume of laws and regulations devoted to the protection and rights of workers. And thanks to the Korvosan drive to succeed, the city’s merchants do well for themselves.

City Districts:

Spoiler:

The city of Korvosa wears its Nerathi heritage proudly on every building, tower, and rooftop. As the oldest human settlement in Varisia (a claim frequently challenged by Kaer Maga), Korvosa considers itself the founding seat of civilization in an otherwise lawless region. Thanks to it and the spread of its people, Varisia has become a relatively safe place to live.

Korvosa sits at the end of Conqueror’s Bay, where the Jeggare River meets the sea. The city fills the spit of land formed by two sharp turns in the river, covers Endrin Isle (which splits the river at its mouth), and spreads to a few outlying areas on the far shore of the Jeggare. It stands on two hills: Garrison Hill on Endrin Isle and Citadel Hill on the mainland. The Narrows of Saint Alika separates Endrin Isle from the shore. The city is divided into seven districts, many of which are further subdivided into wards.

East Shore: The only district beyond the channel of the Jeggare River, East Shore is home to a handful of noble houses closely tied to the military of the city, as well as the struggling Theumanexus College.

Gray: Unlike all other districts in Korvosa, Gray’s residents generally keep to themselves and are well behaved. Of course, most of Gray’s residents are dead. The only living creatures who reside in Gray belong to the church of the Raven Queen and live within the temple.

Heights: Standing atop Citadel Hill, the Heights District has a commanding view of the rest of the city, which its residents look down on—both figuratively and literally. Nearly all of Korvosa’s power players reside in the Heights, including the monarchy.

Midland: When most people think of Korvosa, they think of the cosmopolitan and friendly district of Midland. As the home district of both the Korvosan Guard and Sable Company, Midland has the smallest number of gangs and gang battles in the city—although the thieves’ guild does a brisk trade in the district thanks to the disproportionately high number of merchants, shops, and other commercial and financial concerns.

North Point: The first section of the mainland settled by the descendants of the city’s Chelish founders was Mainshore, at the northwestern tip of mainland Korvosa. That ward houses many of the city’s oldest non-noble families. The greater district of North Point covers the entire northern end of the city and holds Korvosa’s seat of municipal power (City Hall), the city’s courthouse (Longacre Building), and the Bank of Abadar.

Old Korvosa: As its name implies, Old Korvosa is old. It covers all of Endrin Isle, most of which is covered by Garrison Hill. Atop Garrison Hill stands the stone wall of Fort Korvosa, while the imposing blackmarble Palace Arkona dominates the northwest corner of the island.

South Shore: The newest district, South Shore became a part of Korvosa only a quarter-century ago. It contains the Pantheon of Many, a massive temple dedicated to most deities. South Shore’s population consists mainly of the city’s nouveau riche hoping to escape the cramped conditions found elsewhere in the city.

Important Locations
Five major landmarks give Korvosa a distinctive skyline: the ancient and massive structures of Castle Korvosa, Pillar Wall, and Gatefoot, as well as the more practically sized Great Tower and Hall of Summoning, which have stood for less than 80 years. In addition to these landmarks, several locations unique to the city bear mention.

The Acadamae: Shrouded in secrecy, the campus’s 30-foot-high walls only barely conceal the grand Hall of Summoning. Visitors and residents cannot hope to ignore the presence of the Acadamae, and since very few people unconnected with the college know what happens within it, the place births abundant (and sometimes ludicrous) rumors.

Castle Korvosa: The centerpiece of the city, Castle Korvosa towers over the Heights. Multiple lord magistrates, seneschals, and monarchs have added to the castle over the past three centuries. As such, despite a relatively consistent neo-Nerathi styling, the castle’s main towers and interior buildings are crammed together haphazardly.

The Shingles: Permanent and semi-permanent homes, roads, and safehouses appear on roofs throughout the most crowded parts of the city. These rooftop communities and the pathways that connect them are collectively known as the Shingles.

The Vaults: Most cities have sewers. Some can even claim dungeons beneath them. Yet few have as complex a system of subterranean tunnels quite like the Vaults of Korvosa. Modern Korvosa stands atop the remains of at least two other civilizations and integrates both of them in its design.

Organizations of Korvosa:

Spoiler:

Military
Three military groups police and protect Korvosa: the Korvosan Guard, the Order of the Nail Hellknights, and the Sable Company. Each one focuses its efforts in different areas and interacts with the monarchy in its own unique way.

The Korvosan Guard serves the city of Korvosa first, the government second, and the church of Abadar third. It works closely with the city leaders and the high priest of Abadar to maintain order in the city, acting most often like a police force but turning into a military organization whenever the city is threatened by external forces.

The Sable Company does not answer to the king of Korvosa, but rather to the seneschal of Castle Korvosa. These hippogriff-riding marines defend the skies and waters of Korvosa and provide aerial and amphibious support to Korvosan Guard operations.

Hellknights are fanatics of law, adhering only to their harsh, Nerathi-born vision of order and their own unyielding sense of honor. Like most Hellknights, those of the Order of the Nail believe themselves to be above morality, caring only for the establishment of righteous order at all costs.

The UndergroundThe Cerulean Society is Korvosa’s thieves’ guild, and it monitors, controls, or influences almost all illegal activities of any noticeable size in the city. More than a dozen gangs work the streets, Vaults, and Shingles of Korvosa, but most of them answer in some way to the Cerulean Society (or else do not survive long). Hastily hushed rumors put one of the noble houses as the de facto leadership behind the thieves’ guild.

The people of Korvosa:

Spoiler:

Buildings, infrastructure, and politics make a city livable (or intolerable, in some cases), but the people who live in a place truly make it a city.

Barely more powerful than the lord magistrates who preceded them, the monarchs of Korvosa must share power with the strict governmental entities existent at the founding of the monarchy. The command King Erodred II exerts over the city is constantly checked by the arbiters, magistrates, and nobles, the city’s most politically powerful groups. More than judges, the arbiters not only determine the guilt or innocence of defendants in a court of law, but also have legislative oversight. No one exactly knows what the 23 magistrates or their staffs do, but most Korvosans suspect the entire purpose of city hall is to waste the time and money of the city’s people. Finally, two overlapping divisions define Korvosa’s aristocracy: the five most powerful families bear the coveted title of Great Houses, giving their members special privileges within the city, and 21 noble houses make up the Dock Families, allowing them to charge berthing fees on one or more docks in the city.

The Government
Korvosa’s government is split into three groups. The arbiters serve as judges, trying criminal cases and settling civil disputes. The magistrates handle the day-to-day bureaucracy of city management. And the monarchy serves as Korvosa’s diplomats and defenders.

Cressida Kroft: The current leader of the Korvosan Guard, Field Marshal Cressida Kroft is an even-tempered woman whose practice of openly encouraging adventurers and mercenaries to aid the Guard in the city’s defense has earned her some unfair criticism by the city’s elite.

Eodred Arabasti II: The King of Korvosa is a man whose spendthrift ways are moderated somewhat by the numerous good works he has spearheaded.

Ileosa Arabasti: Queen of Korvosa, Ileosa is barely a third the age of her husband. Rumors say that she holds much of Korvosa in contempt, and that she seduced the king into marrying her simply to advance her own wealth and riches.

Garrick Tann: Often called “the most hated man in Korvosa,” Garrick Tann is the Magistrate of Commerce, the man who oversees the collection of taxes in the city.

Lolia Perenne: Once a priest of Abadar, the current Magistrate of Regulation is tasked with the maintenance of weights and measurements—much of her office’s time is spent seeking out faulty scales, shaved coins, and other attempts by merchants and customers to cheat one another.

Marcus Thalassinus Endrin: Commandant Endrin is the current leader of the Sable Company, a man whose dedication to tradition and honor sometimes blinds him to what might be best for his own career.

Neolandus Kalepopolis: The seneschal of Castle Korvosa, Neolandus Kalepopolis commands the defenses of the castle itself, and is regarded as the second most powerful individual in the city, behind only King Eodred II.
Severs “Boneclaw” DiVri: The intimidating and mysterious commander of the Order of the Nail, Lictor DiVri is a towering man who rarely leaves his post at Citadel Vraid.

Syl Gar: If Garrick Tann is one of Korvosa’s most hated officials, Magistrate of Expenditures Syl Gar is one of the most loved—his responsibility is to see to it that city taxes are spent properly and efficiently on public works.

Zenobia Zenderholm: Known as the Hanging Judge, Zenobia is Korvosa’s senior arbiter. Her reputation is justifiably fearsome among Korvosa’s criminals.

Citizens of Note
From the lofty perches of the city’s aristocracy down to the market’s entertainers, merchants, and criminals, many of Korvosa’s citizens are well-known figures.

Blackjack: One of the city’s most beloved and reviled heroes, Blackjack is more of a symbol than anything else—a legendary masked hero who has fought for Korvosa’s downtrodden for hundreds of years.

Boule: The guildmaster of the Cerulean Society, Korvosa’s thieves’ guild, Boule is feared by many and respected by few.

Darb Tuttle: The Archbanker of the Church of Abadar, Darb Tuttle is one of Korvosa’s most powerful clerics.

Devargo Barvassi: Known to some as the “King of Spiders,” Devargo runs Eel’s End, a collection of ships that double as a brothel, drug den, and gambling hall.

Glorio Arkona: The patriarch of one of Korvosa’s most powerful noble families, it is rumored Glorio has ties to most, if not all, of Korvosa’s criminal underworld.

Keppira d’Bear: The Bishop of the cathedral of Pharasma, Keppira’s stewardship over the city’s Gray District has kept the presence of undead at an all-time low.

Pilts Swastel: Pilts owns and runs Old Korvosa’s Exemplary Execrables, a playhouse that caters to those seeking perverse and morally-questionable entertainment.

Sabina Merrin: Many rumors surround Queen Ileosa’s bodyguard, not the least of which is that she and the queen are secretly lovers, yet none can deny this imposing woman’s loyalty to the crown.

Toff Ornelos: The Acadamae is the most prestigious school of magic in Varisia, and as its headmaster, Toff is one of the region’s most respected and powerful wizards.

Vencarlo Orisini: Owner of the renowned Orisini Academy fighting school, Vencarlo’s outspoken disdain for Korvosa’s government has earned him trouble on several occasions.

Korvosan Adventurers
Korvosa is a cosmopolitan place. Wizards brush shoulders with barbarians in the city markets, fighters and monks work as guards and mercenaries, rogues and paladins vie for time among the city’s elite, and it’s even said that a sect of renegade druids operates in some of the waterfront districts. Yet with this diversity comes conflict—not every person in Korvosa is as welcoming as the next.

I'd really like to take part in this campaign. I've never played in a play-by-post game, also I've never played The Curse of the Crimson Throne campaign. However I have DMed several real life campaigns and would be willing to lend a hand when asked to do so.

My character's name is Nistal the Valorous. Since a last name is required he was born Nistal Tivana but he is no longer permitted to use his proper name which suits him just as well. Nistal the valorous is his performing name within the many walls of Korvosa.

Here's an image to be used for his token if he's chosen it's not perfect but it's pretty close to his actual appearance.

Spoiler:

Personality Traits

Spoiler:

Inquisitive, adventurous, impulsive, fair minded, and friendly. Nistal operates under his own code of honor and will not hesitate to intercede on the behalf of those he feels need his aid.

Mannerisms

Spoiler:

He's taken to humming, snapping his fingers, or tapping his feet whenever he's restless. Also he often jots down notes and ideas to keep track of them for a later date.

Appearance

Spoiler:

The provided image is a fair representation of Nistal with some differences. For one thing his clothes are much more tattered and less intricate. He usually wears loose blue robes with a faded design in light green along with a brown battered broad brimmed hat. His hair is a dark blonde color grown out quite long. Nistal is fairly tall standing at approximately 6'2" and weighing 140 pounds he takes would cut much the same figure as a scarecrow without his robes to conceal his slight frame.

Character Background

Spoiler:

Born and forgotten by his parents who found themselves burdened with too many children and not enough fortune abandoned Nistal to the streets and workhouses within hours of his birth. Years passed and the boy was passed off into the ownership of Old Korvosa’s Exemplary Execrables as a laborer, as luck would have it shortly after entering their employ he demonstrated a talent for music. His talent grew as quickly as his distaste for his new home and he began plotting his escape. Breaking free with a liberated loot, a fair severance package by Nistal's estimation, he began performing on street corners and in taverns to make a living for himself.

As a man Nistal tried to improve the lives of others if only a little with his music and by telling stories of far off places he himself had never seen and only knew of from the tales of travelers. Work proved scarce time with no shortage of musicians plying their trade all over the city and he was forced to keep to the street corners and ale houses. He did manage to earn himself a small following with a few of the dwarves of Korvosa who thoroughly enjoyed the songs of great battles and adventures he often favored. It was they who dubbed him Nistal the Valorous and taught him their language over many drinks in the late hours so that he could recite in their tongue. It was a life of honest poverty and friendship but Nistal dreamt of more.

Gaedren Lamm offered Nistal his patronage and coins in exchange for the young bard doing what he loves best. Performing. He lead spirited performances each day at times and places appointed by Gaedren and the whole affair seemed a dream come true. Until it came to light that Gaedren had been using Nitsal to lure crowds of gawking passersby, many of whom he saw relieved of their coins. Even more distressing was that this discovery only came when an ill experienced thief was plucked from his efforts by a member of the Korvosan Guard. Nistal intervened on the boys behalf and the unfortunate guard suffered a mishap, of which Nistalknows nothing but still is most regretful, and bard and boy fled for their lives. Now Nistal's name is in tatters, he's connected with a criminal band, and he's wanted by the Guard. All because of Gaedren Lamm.

I'm available to post here daily at a minimum barring some major blizzard or the like knocking out my power.

Oh just a quick note about Nistal's equipment, I used his gold to purchase a few things for him, basic weaponry and the like as well as ritual components. As it turned out he's now flat broke which sort of suits the character. If that's not allowed I'll change it back.

GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi

Can't play myself, since I'm a Pathfinder subscriber, but I always did dig CotCT. You guys are in for one hell of a ride.

As a heads-up, you *may* want to nix Drow from playable PC races, unless you're changing Golarian Drow. They're... different. I'd post why, but it's a bit of a spoiler for a different AP, in case players might end up playing it.

Can't play myself, since I'm a Pathfinder subscriber, but I always did dig CotCT. You guys are in for one hell of a ride.

As a heads-up, you *may* want to nix Drow from playable PC races, unless you're changing Golarian Drow. They're... different. I'd post why, but it's a bit of a spoiler for a different AP, in case players might end up playing it.

Thanks for the heads-up PMA. Granted, I've not really played any of the newer Pathfinder adventures (Last time me and some mates played some Rise of the Rune Lords a few years ago, just before 4th ed. came out), so I don't really know how Golarian Drow work. So I'll remove the Drow from playable races (but then place the Eladrin back in).

Some parts of Pathfinder I simplified for new players due to the amount of depth that is Pathfinder e.g. because the game takes place in the "points-of-light" setting, I've defaulted the old gods from Pathfinder to the gods from the DMG and PHB1, so that it's easier for divine characters to choose deities and gain access to their power feats.

It's more thematic than zomg broken, but what about the Harrowed feat from the CotCT player's guide? Probably could just run it straight as-is...

Game spoiler (don't read if your keen on playing):

Spoiler:

I figured that feat could be tied in to the deck itself as a power (since the deck can become a unique item). The person who wields the deck gains the feat's power and benefits, but loses the feat (Harrowed) bonus should that player give the deck to another player during the day (even before or after using the deck's power). The feat recharges at the start of the day (or after an extended rest, since you can only take extended rests once every 12 hours). That way only one player can gain it's bonuses at a time, and before taking an extended rest, he/she/it can offer the deck to someone else, so that person can gain the feat's ability.

Also: I read the Drow entry of Pathfinder. They are WAY different to the DnD version most people know of. So I figured that it was probably worth it that they're not allowed in the game.

Oh man, I do want to do this. I haven't played AD&D since 2nd edition and was looking to get back into it. Never played PbP before, either... obviously. I guess I should pick up the PHBs and start reading, eh?

Back in the day, bucko, we just had an A and a B button... and we liked it.

Canary is flirtatious and feminine nearly all of the time, constantly setting up her cons, even in the heat of battle. She is confident to the point of arrogance, a trait she would refer to as a strength rather than a weakness. She refuses to open doors for herself believing that much less effort can be expended by giving a smile and a curtsy to have somebody do it for her. In public, she would portray herself as a dainty maiden, not fit for fighting, but would instigate a fight with her words if it served a purpose. She believes that cutthroat thieves are beneath her; if anything is worth taking, you can get it without force...at least not her own.

Canary most commonly takes on the form of a shapely woman named Selena. With shoulder length blond hair (usually tied up in a ponytail now when adventuring), shimmering blue-green eyes and pinkish hued fair skin. She is very shapely, which is actually an embellishment on the 'original' Selena, a feature she will claim is needed to ply her trade or separate her from the 'original' to prevent being recognized. Unlike most adventuring women her clothing is entirely impractical, focusing more on showing off her form than protecting her. She would never wear unattractive clothing or armor that fully covered her body.

I think this will work out quite nicely with Canary's back story (which may need a little customizing to fit this setting). Gaedren Lamm is the one who put her on the path to mark the wealthy Baron in exchange for a cut of his wealth. After her plan fell to pieces and she left the man, she never held her end of the bargain up and Gaedren got nothing of the Baron's wealth. But neither did Canary...

I am available to post at least once daily easily. I am currently in one play-by-post game on these forums, and I DM a Maptools game of my own and have been for just over a year. Glad to offer any constructive criticism with mechanics of course. I have never played this adventure path, but it looks super awesome and a perfect fit for this character concept.

Once upon a time, a tribe of nomadic Gnolls was moving dangerously close to a small town. The town, not having been attacked or bothered directly by the Gnolls, started to panic. The town officials were forced to seek out a group of adventurers to deal with the beasts as the hysteria threatened to overwhelm the small community. The group, little more than opportunistic brigands, went out and found the tribe. They mercilessly destroyed every Gnoll save for a small litter of pups. The group’s leader saw an opportunity to make a little extra gold on the side but taking the litter and selling them off.

Surprising it wasn’t too difficult for the group to find a buyer for their little Gnolls. It ended up that the buyer was a guild of assassins that planned to use the Gnoll pups as a live exercise for some of its initiates. The litter was released into wild as would-be assassins tracked and hunted them down. The little ones had little chance of survival as they were systematically hunted and killed one by one. Save for one.

The assassins first realized that they were missing of their number as they slew the last of the litter, or at least that’s what they thought. They managed to track their missing member down. They found him maimed and went to his aid, only to be ambushed by one wily and creative Gnoll pup. The pup may have been able to surprise one neophyte assassin but against a small band, he didn’t have much of a chance. But one of the guild teachers decided that this creature was worthy of their attention and took him in. Besides they had to replace the initiate that the Gnoll took out.

And so the Gnoll ended up growing up as an assassin. He was given the name of Rothril, a somewhat notorious assassin from past ages. However, he was stuck. He didn’t choose to stay in this nor did he enjoy being taught by the people that killed his brothers and sisters. So, when the guild went through a bout of ‘reorganizing’—where a lot of prominent members were killed and replaced—and its ensuing chaos, Rothril took off.

He had the skills of that the guild had taught him, and the stubborn determination to follow through with whatever he put his mind to. And his first, and probably final, task was to hunt down those adventurers that took him as a pup. He wasn’t sure of whether he’d exact some of revenge or find some sort of closure. But it gave him something to focus on. He was also well aware that the assassin guild would probably be trying to find him at some point, and he would deal with them when that time came.

Rothril’s search eventually brought him to Korvosa where he found a man by the name of Gaedren Lamm, who seemed to know the whereabouts of one of the men that Roth was seeking. The Gnoll paid the man handsomely, nearly all of the wealth that he had on him, for the information that pointed him in the direction of his quarry. Rothril sought the man out and, in a rage, lashed out at the man. However, as the man lay dying, Rothril didn’t recognize him. He wasn’t one of the men that had been burned into Rothril’s memory, aged or otherwise. Rifling through the man’s pockets, Rothril found some papers indicating that the man owed Gaedren Lamm some amount of money. Rothril had been had; he had paid for information that led to him being used to do someone else’s dirty work. Rothril has made his way back to Korvosa, where he was left pondering as to how to make Gaedren Lamm pay for his treachery

Appearance

Spoiler:

Rothril wears a black cloak that hides his 7 foot tall frame. Rothril is covered in thick, uniform dark brown hair that likes to stand on end. Under the cloak, he wears regular dark coloured leathers that mix with the shadows cast from his cloak. In fact, the shadows inside of his cloak seem a little like ink and a little deeper than one would normally expect.

There are only a few things that one can particularly note of about Rothril’s appearance, other than the obvious that he’s a Gnoll. He carries a large great sword that is usually slung across his back. Other than the size of the blade, there is nothing really note worthy of the blade.

Then there’s the amulet that works as a clasp for Rothril’s cloak. It is the only thing that he kept from his time with the guild of assassins, its amulet with a bit of magical protection. On its surface is etched one of the secret symbols from the guild. Its great worked great as both protection and a deterrent to anyone to know who knows what the symbol means. Of course, it is also a risk that Rothril takes as he wears it openly.

And last for notable features, Rothril has bright yellow eyes that seem to glow in certain light. This creates an rather intimidating presence as sometimes he can seem like only a seven foot tall shadow with glowing yellow eyes.

Personality/Mannerisms

Spoiler:

Rothril likes to keep his distance from most people. This is in part to his knowledge of the distrust of Gnolls in general, as well as his own distrust in ‘civilized’ people. However, that doesn’t mean that he shuns people all together, he’s just not the trusting sort. In fact, he’d be a great support to anyone that he deems worthwhile.

His assassin training was left Rothril a little callous to the business of taking lives. It’s not he revels in killing, but he's desensitized to it and is more likely to see removing someone permanently as an acceptable means of solving a problem. This contrasts with the fact that because of his past, Rothril is more likely to help out those in need especially those in similar situations as him that were forced upon them.

Well got the character concept up. I had this character mulling about my head since I first read the assassin info. I just have to get onto finding a picture for the character, which I'll probably have up before the deadline.

As for the other information. I'm current in one other pbp, Giant Ants. I'm pretty much able to post all week, usually in the evenings on weekdays due to work. But I'm usually checking up on the forums regularly.

A slight form, usually wrapped in a plain, well kept dark brown cloak. Under this he usually wears similarly decent, dark clothes. Nothing rich, but decent, hemmed wool. Under his left arm he has two knives, and at his waist a belt of pouches holds his thieves gear. His left arm and hand is covered in more dark wool, covering intricate, connected tattoo's which start on the back of his hand and cover half of his fore-arm. Well worn leather boots cover his feet. Almost always to be in his hand during day-to-day life, is short rod, somewhat similar in description to a pimp cane. While working the rod is stored in a sheath horizontally across his lower back.

His skin is somewhat pale, with blue eyes so bright they almost glow. His chin length hair has been dyed a dark gray.

Background

Spoiler:

For as long as Rickard could remember, he had lived with his uncle. And although his uncle tried his hardest to raise Rickard as his own son, there was a reason his uncle was unmarried, and without children. He was a moderately well know alchemist and scholar, lacking entirely in social skills. From his Rickard learned to read and write, a rough understanding of history, and even a little bit of magic.

And from his friends at the local tavern he had learned more "useful" skills. Pickpocketing, breaking and entering, and if need be, silencing witnesses. A mostly low-key thief, Rickard managed to avoid attention for the most part, paying his guild dues and staying away from anything "above his pay-grade." Unfortunately, no matter how hard you try and stay under the radar, a 100% success rate draws attention.

Unhappy with the idea of competition, Gaedren Lamm put in request through the guild for Rickard's services. A relatively simple job supposedly, in and out, acquiring some books of thaumaturgical value. On the way in, the lackluster defenses and generic lack of vigilance had Rickard slightly on edge, but the job description had mentioned that the security might be lax. Already somewhat distracted by the ease of entrance, his usually strict in-out policy fell to the way-side when looking for the target items. As he searched the shelves for the books, his eyes caught on a worn book, the title on the spine just barely legible. "The Secrets of Souls." Inextricably drawn to it, he breaks his policy and slides the book into a special pouch separate from his "loot" pouch. Shortly after wards he finds the target items and heads for the exit only to be caught by the city guard.

Two years later, Rickard steps from the prison into light such as he hasn't seen since the day before he was caught. Strangely enough, when the guards took his gear, they didnt notice the book, and so after two years of confinement, and nothing better to do, he was quite familiar with the concepts it presented. That concept was this, if someone of sufficient intelligence and willpower so chose, they could bind their soul to another, more powerful beings soul. In doing so, they would gain power, and every soul they took in the name of said pact would increase said power.

With this in mind, Rickard began to set off down the path to vengeance. Gaedren was a terrible person, and Rickard wasn't the first, nor the last, to have suffered at his hands. But first, Rickard would need to become more powerful. And so, on the winter solstice after his release, Rickard summoned a powerful fey with the intent of binding it to his will. Unfortunately, the site he chose harbored a fey more powerful than he had planned on dealing with, and only the unexpected nature of the seal he used-ancient sigils tattooed across his hand-saved him from becoming the fey's thrall. These runes must constantly be maintained, and as his power grows, added to, to keep the fey from breaking free. Eventually the tattoos will cover his body.

Personality Traits

Spoiler:

Originally a very easy going, somewhat impulsive young man, prison changed him into a much more reserved, level headed person. The fey bound to his soul has brought that impulsive spark back, and sometimes he wonders if the ideas are his, or his partners.

Mannerisms

Spoiler:

When bored, or restless, Rickard tends to quietly whisper the spell of binding, as if repeating it will help in keeping the fey bound. While interacting with people, he is generally polite, if a little cold, and although he doesn't go looking for fights, he refuses to back down unless he is obviously wrong.

Once counted amoung the nobility of Korvosa the Collodi clan fell from grace around a century ago. The remenants of the once esteemed noble house were scattered throughout the city some apparently even ventured as far as Magnimar to try and set new roots. Those that remained in Korvosa found that the common folk were none to friendly to those of fallen noble birth, and so many of the small pockets of the Collodi clan changed their names in hopes of a new beginning.

Amoung these clans was born the Alestorms. Two generations in Korvosa saw the newly formed Alestorm clan became well known scoundrels within the North Point and later in the South Shore areas of the city. That was of course until Roscoe's Grandmother, who had a bit of a nasty drug habit, ran up a conciderable debt to one Gaedren Lamm. Unable to pay back the large debt the gangs of Korvosa decended on the family and near 30 years of gang violence erupted. When the dust cleared the only surviving member of the Alestorm line in Korvosa was the young Roscoe.

At only age 10 he stowed away from the city on a local ship oblivious to its sinister nature. He was quickly discovered and spent near ten years aboard the pirate ship, the Black Eyed Susan, where he became a master of thevery murder and the drink, his greatest vice. Roscoe Returned home at the age of 24 determined to bring justice to those who destroyed his family....and make a little coin of course...that is if he can manage to not ruin himself in the local taphouse!

Appearance

Spoiler:

he is a former pirate he wears dark colors as a good thief should and is fond of rings. he wears a black bandanna over his long dark matted hair at all times, and rather than the traditional rogue cloak he is fond of a dirty acid green and black arguile scarf with a magical brooch to fasten it about his neck. around his waist he wears a heavy leather belt with many sheathes for his thieves tools, and a significant length of chain which ends at two short blades sheathed about his right thigh. His skin is fairly dark for a humans a feature of his life at sea in the open sun, and he has light grey eyes that seem often jovial and frivolous when not on the job.

Personality Traits

Spoiler:

Roscoe is boorish, brash, and often times plain rude. Though these personality flaws are soon forgotten by those lucky enough to count him as a comrade, as he is also a good man in a fight and always fun to be around in the pub. If Roscoe has one glaringly obvious flaw, it would be the drink. His fondness of ale and mead is legendary and he commonly challenges fellow denizens of the local bars to drinking games and feats of...drinking. Though if his companions thought he was a bit of a scoundrel sober, drunk he is far worse, often his antics result in sloppy melees and he has the distinction amongst the seafaring crowd of having been kicked out of at least one bar in every port within 10 days of Korvosa.

I am available to post every day and if this changes for whatever reason ill be sure to let you know. Again im in no pbp games tho i play in two rl games and no strikers so far in 4e itching to play one. I have been wanting to play someone with this build for a long while now, love the setting btw:P

5'9" 185lbs
At 56 Basi is aging but still physically capable, his hair showing only a few streaks of brown from his youth. He keeps his gently wrinkled face clean shaven save for a dignified goatee. His posture is a bit hunched, probably from leaning over a desk for most of his life.

Personality Traits:

Spoiler:

Courteous, confident in himself and his abilities, a bit scatter-brained, humble and has a passion for knowledge

Mannerisms:

Spoiler:

Basi has grown accustomed to using Mage Hand in everyday life and mumbles to himself and his familiar when pondering, leading some to question whether the quill is truly animate or if Basi is merely guiding it with magic and talking to himself. His memory is not as trustworthy as it was in his youth, so Basi keeps detailed notes about anything he deems important and always has a book or journal on hand.

Familiar:

Spoiler:

I designed my own familiar, if this isn't okay I can pick one from the official list. I'm open to changing its abilities, especially the active benefit. I think it's alright how it is but I'm more interested in RPing the familiar than using it in combat

Wizard's Quill - "Scribe"
Speed 5, fly 2 (hover)
Constant Benefits
+4 Perception to notice or comprehend writing
Active Benefits
Mark the Target: 1/encounter roll 2d20 and take the highest for one attack roll. Not a reroll, must declare that you're using this before making an attack roll

The quill writes in shorthand that only Basi can understand, though if Basi is dictating it can write it any language he can. It can write on any surface with either ink or charcoal, or in mid-air with gold lines that fade quickly if no surface is available.

History:

Spoiler:

Basi grew up in Korvosa in a wealthy family, piddling around until age 20 when he discovered his talent for arcane magic. His parents financed his education at the Acadamae and at 26 Basi had nearly finished his instruction. His plans of teaching were dashed to the ground when his parents were swindled out of most of their wealth. The family quickly split up, with Basi staying in Korvosa to set up his own business. For 30 years he's worked as a translator, transcriber and merchant of informational texts from across the land. If he has any business acumen he doesn't seem to use it, as most of the volumes he keeps on the shelves are of no interest to the citizens of Korvosa. Basi runs his shop like a personal library and while he is content with where life has taken him he can't help but wonder how things could have been.

Tie to Gaedren Lamm:

Spoiler:

With a bit of investigation Basi discovered that Gaedren Lamm was behind the con that stole his parents' fortune and forced him to leave the Acadamae, but he's never been able to get legal action or any other sort of revenge. He's tolerated Gaedren's thugs and the protection money they demand from his business for a long time but lately he's been sending them screaming from his shop with horrible images in their heads. Basi knows it's only a matter of time before this forces a confrontation but he figures he'll deal with that when it comes.

GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi

Big and stocky, Bob is unremarkable in terms of warforged, but when compared to other mortal races, he is large and intimidating. Despite this, he is often gentle-spoken, inquisitive, and still has a air of naivety about him despite his years of being in the slums. His oculars usually glow a light blue, but have been known to fluctuate in color in accordance with his moods. He has theorized that this feature was implemented to better display his emotions to others, as he has a mostly monotone voice.

There is nothing Bob likes to do more than sit and listen to others tell stories, and it rarely matters what the content of the story is. It could be a tale of someone slaying a dragon or of someone's trip to a local fruit stand - he will sit, completely mesmerized and silent, until the story is done, and then proceed to bombard the presenter with an almost unlimited amount of questions.

He should not be taken lightly, however. There is no question that Bob was designed for war, and he is naturally able to defend him as well as others with the utmost efficiency and without the least bit of remorse for his actions.

Connections to Gaedran Lamm (presented with some style to it - if you want the short version, hit the second spoiler)

RETRACTION. HUMANOID'S NAME IS SAMANTHA, BUT CAN BE REDUCED TO 'SAM' FOR EFFICIENCY.

INQUIRY TO SAMANTHA AS TO WHEREABOUTS OF UNIT 606 PRE-ACTIVATION. SAM RESPONDS - "I just found you laying in the trash. You had all kinds of scars and cuts on you, like you'd been through the bad end of a Otyugh."

NO MEMORY OF PREVIOUS EVENTS. SUSTAINED HEAVY BATTLE-DAMAGE? NO MEMORY OF ENCOUNTER.

SAMANTHA PROCEEDS.

"I thought you were scrap, so I was gunna scrounge you for some good parts - no 'ffense - but when I touched that orb underneath yer chest, you sprung awake and started mutterin' something about retreatin' and 'protect the professor' or somethin'. I dinnae."

INQUIRY. WHY DID SAMANTHA ISSUE A TACTICAL RETREAT UPON ACTIVATION OF 606?

RESPONSE. "Because ye scared the damn spirits out of me! I ain' never seen a statue walk or talk before, how do you think a little girl like me is gonna react?! Damn it Bob, yer denser then I'd think a statue would be. Yer magic, right? Yer supposed to be smart n' stuff."

INQUIRY. WHY DO YOU REFER TO UNIT 606 AS 'BOB'?

RESPONSE. "'cuz that's what yer damn name is! Says so right there!"

SAMANTHA POINTS TO NUMERICAL DESIGNATION ON CHEST ARMOR. DETERIORATION TO MARKING INK GIVES THE "6" AND "6" THE APPEARANCE OF LOWER CASE COMMON ALPHABET "B".

SAMANTHA IS SECRETING LIQUID FROM HER EYES. HER FACE IS RED. HUMAN DISTRESS MAKES INQUIRY DIFFICULT AND UNPREDICTABLE. REDUCE DISTRESS TO RECEIVE MORE ACCURATE INFORMATION.

I AM TEMPORARILY DESIGNATION BOB. WILL CONTINUE FURTHER INQUIRY WHEN SAMANTHA HAS CALMED.

DESIGNATION "BOB" - PROCESS LOG
7 DAY(S) SINCE ACTIVATION

DESIGNATION 606 HAS TAKEN RESIDENCE WITH SAMANTHA. RESIDENCE IS LOOSE TERMINOLOGY, INACCURATE - NO RESIDENCE, ONLY STREET CORNERS.

SAMANTHA EXPRESSED GRATITUDE FOR PRESENCE OF UNIT 606. ELABORATED - "It keeps those goons away. They wanna take me and put me 'tae work', if you get my drift. Thinks a lass like me can grab him a good bit o' coin from some sleezy nobles. That scum Lamm..."

GOONS. SLANG. REFERENCE TO HIRED MERCENARIES.

LAMM IS REFERENCE TO ONE GAEDRAN LAMM. SAMANTHA DESIGNATES LAMM IS A "Scum sucking son of a Bullywug". SHORTENED AND SAVED AS CRIME LORD.

DESIGNATION "BOB" - PROCESS LOG
22 DAY(S) SINCE ACTIVATION

SAMANTHA CONTINUES TO SECRETE LIQUID FROM OCULARS SPORADICALLY. SITUATION FOR LEAK RARELY HAS LOGICAL CONNECTION. LISTED REASONING(S) FOR LEAKS ARE AS FOLLOWS:

(1) OCULAR SECRETION OCCURRED WHEN PASSING BY TAVERN WHERE MINSTREL WAS SINGING, "Lo, and I Shall See You Beyond that Lonesome River".

(2) OCULAR SECRETION OCCURRED WHEN TRAVELING BY BAKERY. SAMANTHA STARED AT LARGE, WHITE CAKE IN WINDOW. HIGH CONFECTIONERY VALUE. TWO SMALL STATUES ON TOP, ONE MALE HUMANOID, ONE FEMALE HUMANOID, DRESSED IN CONTRASTING FORMAL WEAR. LITTLE TO NO BENEFICIAL NUTRITIONAL VALUE. PRESENCE OF COCONUT IN CAKE ELICITED SECRETIONS? SAMANTHA HAS EXPRESSED DISGUST OF COCONUT.

(3) OCULAR SECRETION OCCURS CONSTANTLY WHILE SAMANTHA ATTEMPTS TO REST. SPEAKS IN SLEEP. ASKS WHY BOB HAD TO LEAVE. I TELL HER THAT I HAVE NOT LEFT.

THIS PRODUCES MORE OCULAR SECRETIONS.

I HAVE PROCURED BLANKETS AND OTHER SLEEPING EQUIPMENT FROM MULTIPLE VENUES TO AID IN HER SLEEP'S RESTORATIVE PROCESSES. UNSUCCESSFUL. SLEEP IS STILL DIFFICULT TO MAINTAIN.

I AM WORRIED.

DESIGNATION "BOB" - PROCESS LOG
43 DAY(S) SINCE ACTIVATION

SAMANTHA'S CONDITION HAS WORSENED. HER ABILITY TO SLEEP IS CONSTANTLY INTERRUPTED.

I HAVE DEVISED A SOLUTION.

I AM A COMBAT MODEL. SAMANTHA ARGUES OTHERWISE, BUT I AM DESIGNED FOR COMBAT. I WILL SOLICIT MY SERVICES FOR ADVENTURERS. MY PAYMENT WILL FUND HER TO STAY IN A ROOM. MODERATED TEMPERATURE CONTROL IN COMBINATION WITH NUTRITIONAL CONSISTENCY WILL STRENGTHEN HER AND ALLOW HER TO RECOVER.

I HAVE PLACED HER IN THE CARE OF ONE "Osmond Triekes". OWNER OF TAVERN “The Lucky Pig”. OSMOND ASSURES ME OF HER SAFETY, BUT NEEDS REASSURANCE THAT I WILL PAY DUES ON TIME. I EXPLAIN TO HIM THAT I WILL ACQUIRE CURRENCY FOR HIM VIA EMPLOYMENT.

I AM BOB.

DESIGNATION “BOB” - PROCESS LOG
265 DAY(S) SINCE ACTIVATION

OSMOND TRIEKES HAS REVOKED OUR DEAL WITHOUT MY NOTIFICATION. SAMANTHA IS MISSING. SHE WOULD NOT HAVE LEFT WITHOUT TELLING ME. SHE WOULD NOT.

OSMOND REFUSED TO TELL ME WHERE SHE HAD GONE. I BROKE HIS ARM. ATTEMPTS FROM BOUNCER TO QUELL MY INQUIRIES WERE UNSUCCESSFUL. I THEN PROCEEDED TO SHATTER THE OLECRANON PROCESS IN OSMOND'S OTHER ARM. HE RELINQUISHED INFORMATION.

GAEDRAN LAMM HAS ACQUIRED SAMANTHA AGAINST HER EXPRESS WISHES. FURTHER INQUIRY TO OTHERS HAS REVEALED HE WILL MOST LIKELY FORCEFULLY EMPLOY HER IN PROSTITUTION.

I MUST RECOVER SAMANTHA.

I AM BOB.

- LOG ENDS -

tl;dr

Spoiler:

Bob awoke in a dumpster, made a close friend with a girl names Samantha. She got sick, he put her in a tavern and paid for it via employment in adventuring. While he was gone, he stole her and is going to put her to work on a street corner or worse.

Bob wants to find her and save her before any of that happens.

I'm currently involved in no PbP games, nor have I ever done one. I'm free almost every night from 6 p.m. Central onward, or anytime during the weekends.

TiamatZ, how are your feelings on MP2 content? I'm strongly interested in a few things in there.

I don't mind any MP2 stuff, but just remember to post any details (i.e. feats, abilities, powers) you get from MP2 in your Character Builder Summary, since I haven't gotten the book yet.

But yeah... short version: MP2 is okay!

Sweet, thanks. Since the MP2 stuff isn't in the builder yet, I'll be constructing any possible character by hand for the most part. What I'll do is fill out a Mythweavers sheet with enough detail to fill you in, if that's cool with you.

Just want to say that my mythweaver's sheet prolly isn't perfect. I've never used it before, so if I messed something up, I would appreciate it if someone could let me know and I'll do my best to fix it.

He dons a bright sliver chainmail over a blue jerkin with bulky plate layered over it, as well as a pitch black satin cloak with an ornate gold and blue inlay.

History

Spoiler:

Abandoned in the elemental chaos as a child, Levyk's fate would have been sealed if it were not for an accidental summoning by a small cult of Ioun. Levyk was adopted by the cult and raised him both a son and as an arcane gift of Ioun; however, as the only child in the church, Levyk never thought this was abnormal.

During his adolescence he was apprenticed as a mage, but it lasted only briefly due to his lack of aptitude or drive for the subject. He eventually found a place among the vast library of historic and religious texts, aiding the librarian. He spent over a decade in these libraries, absorbing tales of valorous faith and glorious combat; this focus led him on his path to paladinhood.

On the eave of his 20th year living with his family, the priest had agreed to perform the rites and sacraments to give Levyk his ascension. The sigils were etched perfectly, the oils the finest quality, and the choirs the perfect tenor. Everything would have been perfect, were it not for the mercenary invasion that slaughtered the church and plundered its treasures. Levyg took the first arrow, allowing him to fade in and out of consciousness while the only family he ever knew be killed for trinkets and his god watched.

Surviving his wound, Levyk limped out into the icy wastes for the first time in his life, looking for death. And he found it, in a way. An obsidian church of the Raven Queen nested in the mountain peaks greets his weary eyes. With no other recourse he pushed through the snow and the rock to the structure. He pushed open the monumental doors, and was greeted by the monks and priestesses preparing a paladin's ascension. They were waiting for him.

After a few years as a paladin-errant in winter queen's service, he finds a lead on who hired the mercenaries that raided his family's home. Lamm. Gaedren Lamm.

Personality

Spoiler:

A solemn yet felicitous person, Levyk prefers to keep to himself unless he deems action appropriate. He enjoys reading immensely, and almost never goes without some historic or religious text at his side.

While he does relish battle as a test of skill, he prefers peaceful discourse to violence. Though Levyg prefers to avoid lethal means to an end, he does not think twice about killing a villain.

Tagrid is a stocky, wide dwarf. He has a long, thick, silver beard that covers up most of his face and almost reaches the ground. Tagrid's eyes are a dark blue and it offsets the brightness of his beard. His body is covered in leather wraps and armor. It certainly appears that the armor was built to withstand cold temperatures.

While many are offput by Tagrid's rough appearance, he is actually a very friendly dwarf. While not particularly quick to make friends, he is jovial around those that he considers close. Tagrid considers a warm heart to be the best defense against the bitter cold, so he does his best to keep him and those around him in high spirits. He is fully aware of the harshness of his prior environment, and is never wasteful of food or booze.

History and Connection to Gaedram:

Spoiler:

Background: Icy Lands (doesn't actually exist afaik)

Tagrid is part of a small dwarven clan, the Frosthammer, that makes its home in the icy cliffs (NOTE: I am unfamiliar with the geography, I can change this to fit into the world if needed). It is a harsh life for the dwarves, and food supplies are scarce. Booze and other commodities are imported by caravan occasionally, but nothing is ever in large supply here. The wind and snow are harsh, and a dwarf dying due to hypothermia is a common sight. Tagrid himself has lost two of his cousins after they left for a hunt, never returning. In addition to hypothermia, the other danger is simple starvation. If there is a low hunting yield and caravans are unable to make it to the Frosthammers' camp, then the dwarves have to endure a famine.

Why don't the Frosthammers move to a warmer climate? Well, the reason the Frosthammers live there has a lot to do with who the Frosthammers are. They are dwarves that tap into arcane powers, and the icy cliffs provide them an area of high arcane influence and relative solitude to hone their skills. The frosthammers train many more wizards, warlocks and swordmages than their mountain-dwelling brothers.

With few resources in the icy cliffs, the Frosthammers cannot depend on exporting goods to pay for caravans. To make ends meet, the Frosthammers welcome any dwarf attuned to arcane powers, who is able to pay for an incoming shipment. In addition, they also hire out their skilled arcanists as mercenaries for various security and adventuring positions. One of their biggest employers of late has been Korvosa.

Tagrid has recently volunteered to be a mercenary, to earn money for the clan. It is a long journey to Korvosa, but the pay is usually worth it. An expedition party of Tagrid and fellow Frosthammers Glonk, Hlorf, Beorn, and
Kordek disembarked from the icy cliffs towards Korvosa. As they were nearing approach to Korvosa, perhaps a half day ride from the city limits, their wagon was ambushed by bandits. The leader of the bandits identified himself as Gaedram Lamm, and demanded that the dwarves hand over their valuables.

Glonk, the leader of the party, claimed that they had no valuables, and were poor dwarves trying to raise money to support their homeland. Gaedram having clearly heard the claim of no valuables before, ordered the caravan be searched. Beorn, a warlock and the most brash of the dwarven party, fired a bolt that barely missed Gaedram. The bandits immediately responded with a volley of arrows, killing Beorn instantly. The caused the skirmish to fully break out.

Glonk was able to take out a bandit with a ray of frost before he was run though with a bandit spear. Tagrid fought side by side with Hlorf and Kordek, two bards, and they were doing well for awhile before Hlorf was felled by crossbow bolts and Kordek suffered two many sword wounds. At the end of the skirmish, Tagrid found himself alone. The wagon had been set on fire, and his friends were dead. Tagrid was surrounded by the corpses of bandits, but none of them belonged to Gaedram. The bandit leader must have escaped during the fray.

He must avenge his fellow dwarves, and must strike down Gaedram. He also needs to earn as much as five dwarves to support the encampment at icy hills, or else many of his fellow Frosthammers may starve. With only his sword, Tagrid marched towards Korvosa...

Picture:

Spoiler:

Availability and Player Info:
I am not, nor have ever been, a participant in a PBP thread. I am able to post most of the time, certainly every day. I played IRL 4e for almost a year, playing a gnomish cunning bard (tons of fun, btw). Never have GMed.

He's been out on one of his information gathering expeditions around the outskirts of the ruins again and is a bit more disheveled than even he is used to.

Appearance:

Spoiler:

Tall for his kind, Sevren finds he blends in well as long as he keeps the hood of his cloak up. He is just entering his prime as he nears the age of 50 and feels he has accumulated the knowledge needed to really put his mark on the world. He often uses the fact that others can be disturbed by his jet black eyes to his advantage, counting it as a victory each time a shopkeeper grants a discount under his unnerving stare. He has some passionate interests that come and go as he seeks to create the next great market fad, and will excitedly discuss his plans with anyone who will listen. He relishes these conversations, as it is an outlet for him to tell others of his great ideas and how they will make him a household name throughout Korvosa. He often becomes so focused in his experiments that he forgets to change his own clothes and loses track of time.

Personality:

Spoiler:

Intensely interested in the study of magic artifacts and their construction, Sevren is an impulse shopper. He eagerly snaps up anything he suspects might help him better manipulate the strands of magic has been so fascinated by for the last 50 years. He is not easily impressed by others, after all he grew up among other Shadar Kai, famous for their constant boasting and squabbling over power. He plans to become famous through his inventions and is searching for the perfect idea to rocket him to success. While researching his next big idea he always has a one track mind, and is annoyed when he cannot put his complete focus on the project.

Background:

Spoiler:

Growing up in the Shadowfell was not pleasant for Sevren. He found his interest in arcane experimentation was ridiculed, as his peers boasted of their deeds in battle. He kept up appearances by training with his staff, but his passion remained with understanding how magic worked. He left the Shadowfell when he was 25, as he could feel his abilities being held back by the very nature of the land he grew up in. He need to find a place his mind would be able to flourish, and he could pursue his passion.

He found himself settling in Korvosa for several reasons. He was extremely interested in the ruins in the surrounding area, thinking they would hold many interesting object for him to study. He also saw the population of the city as the perfect place to make a name for himself through his innovative creations. None of his ideas have taken off yet...but it is just a matter of time.

He is keenly interested in using his discoveries and ability to enchant armor to secure a contract with one of the military groups in the city, but this is a pipe dream at the moment as he lacks the proper connections. He has kept himself in coin by repairing adventurer's equipment, and enchanting it as they prepare to leave the city. This has only served to heighten his curiosity about what lies in the ruins outside the city.

His recently spent an evening in South Shore, trying to determine how much interest there would be in clothes that could repel wrinkles, as well as remain spotless, even if the wearer were to venture through the Vaults below the city. His idea was well received, and Sevren mind began racing at the possibility he finally had the idea that would bring him the respect and admiration he knew he deserved.

That dirty crook!

Spoiler:

Sevren had saved up nearly 100 gold pieces to invest in his next invention, and the interest shown for his idea of enchanted garments convinced him it was time to make a move. The next day he made his way to Midland and went straight to Worsted Could Happen, his favorite clothier. He informed Stanley, the proprietor, that he would be purchasing three silk garments. Stanley found this a bit unusual, but let Sevren know a shipment was arriving the next day and that he could pick them up then. Unfortunately for Sevren, the young apprentice working for Stanley was also in the employ of Gaedren Lamm, whom Sevren had the displeasure of being acquainted with in his early days in the city.

Sevren was just finding his place in the city when Gaedren approached him with an offer to pay him for some odd jobs. At first it was simple, repairing and mending ripped cloaks and shirts. It wasn't glamorous but he could at least afford to rent a space to sleep in a flophouse in the Shingles. Soon, however he found out that the reason there were so many repairs to be made is that they were coming from thugs and pickpockets who had gotten into fights and barely escaped the law. Unhappy that he had been led into helping these men and getting nothing out of it, he angrily told Gaedren he could take his torn shirts elsewhere and that it was a waste of his skills anyway. Gaedren said he was a fool for thinking he could just walk away, and has harassed Sevren mercilessly ever since.

The boy passed the word on to Gaedren that Sevren would be returning the next day and that he would make for a juicy target.

By the next morning Sevren had grown extremely impatient, as he could not proceed any further without the garments to experiment with. He excitedly made his way back towards the store, paying no mind to other people as he strode through the crowds. Taking the fastest path to the store as he always did, he was just coming to the end of an alleyway when a large man stepped into it from the road. Just as Sevren was about to excuse himself past, another man landed lightly behind him after dropping down from an adjacent rooftop. He recognized them both from his early days in the city as two of Gaedren's goons and immediately knew he was in trouble. He had brought along a small, hollow, ceramic globe inscribed with crude symbols he had purchased last year. He had been told that it would blind anyone near it when thrown to the ground. He had brought it along just in case something like this happened.

As he tossed it to the ground, he squeezed his eyes shut and waited for nasty surprise that awaited his two assailants. Instead...he heard laughter. He slowly opened his eyes to see that his blinding bomb had been nothing more that a ceramic pot with vinegar inside. He tried to run, but the men quickly knocked him to the ground and robbed him of everything he had on him. Furious, Sevren now seeks revenge on the men who robbed him as well as the damnable old crook that has plagued him for years.

CB Summary:

Spoiler:

====== Created Using Wizards of the Coast D&D Character Builder ======
Sevren Balducci, level 1
Shadar-kai, Artificer
Background: Birth - On Another Plane

Three Defenders submitted, and I was working on a Defender concept. Only one Leader, though.

I guess I'll stick to my initial concept (I had two, both Defenders, but one just suits the setting so much more) and post my app up tonight after work. I should be finished by then.

So i was debating between making an avenger or a hammer ranger and noticed that there were no defenders posted yet, so i decided to make the switch to swordmage. By the time i posted, the other defenders went up.

Side note: How much emphasis will be on Character Optimization? I am thinking about changing my human swordmage into a dwarf swordmage, but it will be less effective on the whole. Would people be cool with my playing a character that isn't all that it can be?

Edit: Also, i am impressed by a lot of the detailed writing going on here.

Three Defenders submitted, and I was working on a Defender concept. Only one Leader, though.

I guess I'll stick to my initial concept (I had two, both Defenders, but one just suits the setting so much more) and post my app up tonight after work. I should be finished by then.

So i was debating between making an avenger or a hammer ranger and noticed that there were no defenders posted yet, so i decided to make the switch to swordmage. By the time i posted, the other defenders went up.

Side note: How much emphasis will be on Character Optimization? I am thinking about changing my human swordmage into a dwarf swordmage, but it will be less effective on the whole. Would people be cool with my playing a character that isn't all that it can be?

Edit: Also, i am impressed by a lot of the detailed writing going on here.

Play-by-post games, by and large, don't have much combat. I don't think anyone will care if you roll 1d20+6/1d10+5 instead of 1d20+7/2d6+7.

I played a really sub-optimal dwarf halberd bard that was swinging with a +6 (including his +1 weapon) and it was rough. Did it make us do poorly in combat? No way. Play what you want and what you think is fun. I've played a wizard before, but this character I drew up is just too vibrant in my mind to not play her. It just works out that I min-maxed the heck out of her because of the type of person she is it actually fits.

Side note: How much emphasis will be on Character Optimization? I am thinking about changing my human swordmage into a dwarf swordmage, but it will be less effective on the whole. Would people be cool with my playing a character that isn't all that it can be?

I'm all in favor of non-human characters, they make things feel much more otherworldly, at least they always do to me. I definitely wouldn't mind if you don't deal the most damage possible with every single attack for the sake of having a character who you like more. Oh and I'm glad to see someone submitting a swordmage by the way, they're my favorite defender class without a doubt.

GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi

To start with, I have never played in a D&D 4E PBP game, though I was in an extremely short-lived game of Dogs in the Vineyard some time ago. I am available to post more than once per day, easily, though I must point out that as I'm on GMT, I won't be able to follow combat after 7-8pm EST which may cause problems. As previously mentioned, I currently play in no PBP games, and while I have never GMed 4E D&D in the past, I have GMed for several other games, including just about everything White Wolf ever did, Unknown Armies, Call of Cthulhu, and previous versions of Dungeons and Dragons. I've not played any of the incarnations of Curse of the Crimson Throne, however. That said, on with the application!

Note: MOUNTAINS BACKGROUND for Dungeoneering Class Skill - this represents that Atherton, as a child, had an interest in the ruins around Korvosa, spending his free time exploring them whenever he could get away.

Atherton's life began with a scandal. Sylvia Meuvais, the young daughter of a noble house from The Heights, and student of Conjuration at the Acadamae, fell pregnant, aged 15. She would not reveal the father, thought to be one of her tutors, and was kept out of the public eye until she had carried the child to term. She named him Atherton, and refused to give him up without a fight, but her family were strict, persuasive and insistent. Sylvia's son was taken from her, and placed within the family of a trusted servant of House Meuvais. The Kess family raised Atherton as their own, a task made easier by the constant palm-greasing that House Meuvais supplied them with in return for their silence, and the fact that they could not have children of their own.

Thus, Atherton grew up in the Midland district of Korvosa, ignorant of his true parentage, and his illegitimacy. He knew nothing of the money passed on to his foster-parents, nor his real mother's talent for the arcane arts. Headstrong and independent from an early age, Atherton regularly left the city to 'investigate' the numerous ruins of Varisia that were close enough to Korvosa for a youth to reach. Linked to his love of the ancient structures, he developed an aptitude for the study of language and history, and after his mother 'suggested' to the servant family that Atherton be sent to study magic, he enrolled at Theumanexus College rather than the prestigious, specialised, and absurdly expensive Acadamae at age thirteen. It was here that he conceived, created and bound a smart-mouthed spirit as his familiar - a black raven named Lenoir.

Atherton had been studying for just over a year, when he had his first indirect encounter with Gaedren Lamm. The Crime Lord had heard whispers of the noble family's indiscretion, and followed this trail of hearsay and rumour to eventually find the Meuvais bastard son himself. Knowing of Sylvia's fondness for the child, or at least the idea of the child rather than Atherton himself, Lamm set up an elaborate series of events to ensnare and break the boy, with the eventual aim of exposing the Meuvais Family Mistake as an embarrassment in every way possible, while tormenting the bastard's mother at the same time. Atherton started receiving invitations to the more exclusive parties, under the pretense that his talent for magic was responsible for this attention. It was here that he was introduced to the pleasures of the flesh by skilled courtesans, influential patrons, and the high-society habit of drug abuse. Eager to keep up with his rich noble acquaintances, Atherton's debt grew, spiraled out of control, and eventually an easy way out was offered through the Crime Lord's loan sharks. Gaedren Lamm's plan was nearing fruition.

The problem with Gaedren's plan, however, was that Atherton and his familiar were far from stupid. He figured out what was happening, but not why, and fled the city aged seventeen at Lenoir's urging before the noose could fully tighten. He took his intelligence, knowledge and talent with him, and put them to good use in the nearby city of Magnimar, where he continued to fund his studies by selling his services as a tutor to the children of noble families, providing his services as a bodyguard or translator, or as an expert on ancient architecture, culture and language - teaching to fund his own tuition. Two years later, once he felt he had learned all he could at his current establishment, he set out to make his fortune in the world. A year after that, he returned to Korvosa, intent on figuring out the truth and with an urge to do what damage he could to Lamm's organisation. He had found that his 'good luck charm' - a gift that Sylvia had sent to him after he passed the entrance exams to study at the Theumanexus College - was in fact a family heirloom, a brooch marking him as having ties to a noble house.

Personality traits.

Spoiler:

Atherton is usually calm, collected and attentive. He knows when to speak, and when to listen, but will not hesitate to cut in if someone is being foolish or stubborn. He values logic, but understands the importance of emotion, and will hear someone out if they are prepared to explain themselves rationally. While he has no particular need to go out of his way to protect and nurture others, when 'on the job' so to speak, he will do everything in his power to defend his allies from harm. He is naturally curious, inquisitive and even cheerful, though tends towards a more reserved presence than the more boistrous and socially aggressive types.

Lenoir, on the other hand, is rather impulsive, loud, raucous and snide. He constantly overuses sarcasm, is rarely serious the first time around, but if Atherton asks him to focus, nicely, the raven will comply. For a little while. Many a conversation has been made 'more interesting' by the familiar appending humorous statements to Atherton's sentences, or by the raven merely repeating the last few words Atherton says in one of his many 'funny voices'.

Mannerisms and appearance.

Spoiler:

Atherton's mind is never at rest. He has a tendency to seem distracted when listening to others, even when he is giving them almost his full attention - his eyes will dart around the room, he will count stars, the buttons on someone's shirt, anything to keep his mind active. Lately, he's taken to carrying a number of smooth stones in his pocket, so he can count them in his pocket while listening, so that he appears less distracted. Atherton also finds it hard to contain his amusement if he finds something funny. Consequently, he almost always has a faint smirk on his face.

A small, unimposing man, Atherton makes up for his lack of stature with his striking features, and fashionable dress. He has mid-length blond hair held in place by a circlet in the current noble fashion, and wears sharply tailored clothes in dark colours with brighter highlights. Blue-eyed and fresh-faced with a slight build, he looks younger than his 21 years, though his maturity is obvious when he speaks.

Lenoir is a rather normal looking raven, if rather neat and tidy for a bird. He has glossy blue-black feathers, a matte-grey beak, and bright blue eyes that match Atherton's own. The bird's mannerisms include mocking Atherton, bothering Atherton, making fun of Atherton, and occasionally correcting his grammar if he's translating for someone on the fly. He has a habit of clacking his beak in time to other people's words, especially if Atherton's told him to shut up.